Drafted new character as NPC.

This commit is contained in:
genxium
2023-01-08 20:34:29 +08:00
parent 5b9b3a0b55
commit ab122a7bc8
51 changed files with 14453 additions and 515 deletions

View File

@@ -64,6 +64,7 @@ const (
ATK_CHARACTER_STATE_ATK2 = int32(11)
ATK_CHARACTER_STATE_ATK3 = int32(12)
ATK_CHARACTER_STATE_ATK4 = int32(13)
)
var inAirSet = map[int32]bool{

View File

@@ -104,6 +104,49 @@ var Characters = map[int]*CharacterConfig{
}
}
// By default no skill can be fired
return NO_SKILL
},
},
4196: &CharacterConfig{
SpeciesId: 4196,
SpeciesName: "Monk",
InAirIdleFrameIdxTurningPoint: 42,
InAirIdleFrameIdxTurnedCycle: 2,
LayDownFrames: int32(14),
LayDownFramesToRecover: int32(14),
GetUpInvinsibleFrames: int32(8),
GetUpFramesToRecover: int32(30),
Speed: int32(float64(1.0) * WORLD_TO_VIRTUAL_GRID_RATIO),
JumpingInitVelY: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
if 1 == patternId {
if 0 == currPlayerDownsync.FramesToRecover {
if currPlayerDownsync.InAir {
return 257
} else {
return 10
}
} else {
// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
case *MeleeBullet:
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
return nextSkillId
}
}
}
}
}
}
// By default no skill can be fired
return NO_SKILL
},
@@ -293,6 +336,123 @@ var skills = map[int]*Skill{
},
},
},
7: &Skill{
RecoveryFrames: int32(30),
RecoveryFramesOnBlock: int32(30),
RecoveryFramesOnHit: int32(30),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
StartupFrames: int32(7),
ActiveFrames: int32(22),
HitStunFrames: int32(13),
BlockStunFrames: int32(9),
Damage: int32(5),
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
CancellableStFrame: int32(13),
CancellableEdFrame: int32(30),
CancelTransit: map[int]int{
1: 2,
},
// TODO: Use non-zero "selfLockVel"
},
},
},
},
8: &Skill{
RecoveryFrames: int32(36),
RecoveryFramesOnBlock: int32(36),
RecoveryFramesOnHit: int32(36),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK2,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
StartupFrames: int32(18),
ActiveFrames: int32(18),
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Damage: int32(5),
SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
CancellableStFrame: int32(22),
CancellableEdFrame: int32(36),
CancelTransit: map[int]int{
1: 3,
},
},
},
},
},
9: &Skill{
RecoveryFrames: int32(50),
RecoveryFramesOnBlock: int32(50),
RecoveryFramesOnHit: int32(50),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK3,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
StartupFrames: int32(15),
ActiveFrames: int32(30),
HitStunFrames: MAX_INT32,
BlockStunFrames: int32(9),
Damage: int32(10),
SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
},
},
},
},
10: &Skill{
RecoveryFrames: int32(40),
RecoveryFramesOnBlock: int32(40),
RecoveryFramesOnHit: int32(40),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_ATK4,
Hits: []interface{}{
&FireballBullet{
Speed: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
Bullet: Bullet{
StartupFrames: int32(15),
ActiveFrames: int32(30),
HitStunFrames: int32(15),
BlockStunFrames: int32(9),
Damage: int32(20),
SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
},
},
},
},
255: &Skill{
RecoveryFrames: int32(30),
RecoveryFramesOnBlock: int32(30),
@@ -345,4 +505,30 @@ var skills = map[int]*Skill{
},
},
},
257: &Skill{
RecoveryFrames: int32(30),
RecoveryFramesOnBlock: int32(30),
RecoveryFramesOnHit: int32(30),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
Hits: []interface{}{
&MeleeBullet{
Bullet: Bullet{
StartupFrames: int32(3),
ActiveFrames: int32(20),
HitStunFrames: int32(18),
BlockStunFrames: int32(9),
Damage: int32(5),
SelfLockVelX: NO_LOCK_VEL,
SelfLockVelY: NO_LOCK_VEL,
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
PushbackVelY: int32(0),
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxOffsetY: int32(0),
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
},
},
},
},
}

View File

@@ -38,6 +38,9 @@ type PlayerDownsync struct {
ActiveSkillHit int32
FramesInvinsible int32
BulletTeamId int32
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
}
type InputFrameDecoded struct {
@@ -83,6 +86,8 @@ type Bullet struct {
BlowUp bool
CancelTransit map[int]int
TeamId int32
}
type MeleeBullet struct {
@@ -126,3 +131,10 @@ type InputFrameDownsync struct {
InputList []uint64
ConfirmedList uint64
}
type NpcPatrolCue struct {
FlAct uint64 // Encoded input when collided with this cue & facing left
FrAct uint64 // Encoded input when collided with this cue & facing right
X float64
Y float64
}